JeepRubi
Former Developers-
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Everything posted by JeepRubi
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I was reading through the gamepedia wiki, and it's actually very poorly written, and seems like it was more about promoting their site, than offering us a comprehensive wiki. I mean, looking at this page http://renegade-x.gamepedia.com/Beginner%27s_Guide It doesn't even look like whoever wrote that even played the game. If somebody would be up for creating expanding the renegade-x portal over at http://cnc.wikia.com/
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That's actually something I was thinking about recently, but we haven't discussed it as a team as of yet, although I don't see why we couldn't.
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You'll still need to rig the vehicles, and setup the appropriate scripts to have them behave properly in-game. It's easy, but not that easy
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I'm not sure how possible this would be. The UI is done with scaleform, which is basically flash running inside the engine, so it would most likely require updating the flash files, which would get outdated and overridden if/when we update any of the menus in a patch. I'm not 100% sure, as I haven't worked on any of the scaleform UI myself.
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Nope, the configuration and images are stored on our FTP. We did it this way so we can verify that only legitimate links and images are used, because there's a potential for abuse if we allowed anyone to link to any website, or show any image by just hosting a server.
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Sorry, hadn't been checking this since not many people were posting. Just added the last two, should be working now
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An estimate would be nice, but at this point it's as soon as we can.
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This launcher was developed using WPF (windows presentations foundation). It's still under development, and I'm working on fixing some of the usability issues. It's still a beta, so expect improvement! There's nothing stopping anyone from continuing to use the old launcher, BroTranquilty is correct in saying you can save your launcher from beta 2 and put it in beta 3 when it comes out, and everything should work.
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Hey there Renegade-X fans! It's been awhile since our last update. While I can't say things have been moving fast, they have indeed been moving. I'm happy to announce that we're in the process of ramping up to a Beta 3 release within the next few weeks! We have a pretty substantial changelist, and we hope it will address many of the major crashes that have been plaguing Renegade-X up to now. Keep in mind, this will still be a Beta release, and we realize it's far from perfect . We don't have an exact ETA yet, but we're working hard to get it out to all of you to play and test as soon as we can! Check out the preliminary changelist here! If you took the time to read through the whole changelist, you may have noticed an interesting item: - Replaced old java launcher with a brand-new WPF launcher. Pretty UI, update checks, community banners and more! That's right, we've developed a shiny new launcher! While the launcher will be included in the Beta 3 release, we thought you might be getting a little impatient, so you can download the new launcher right here, right now. That's all for now folks, but keep an eye on our website for the Beta 3 release!
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While Beta 3 isn't out yet, you can now get a taste of whats to come, and join Beta 2 servers in style! You can grab an early beta version of the new Renegade-X Launcher that will be included in Beta 3 and make use of it right now in Beta 2! Download it here: http://renegade-x.com/downloads/RxLauncher_v0.26.zip Installation: Copy the "Launcher" folder into your Renegade-X installation directory. Example: "C:\Program Files (x86)\Renegade X\Launcher\Renegade X Launcher.exe" The launcher MUST be installed here to find the game's executable properly! Then Make a shortcut to "Renegade X Launcher.exe", and run. That's it! Please leave all your feedback for the launcher in this thread, I'll be checking it regularly!
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Please note that this is a preliminary changelist. The complete changelist will be released alongside Beta 3! Also note, Beta 3 will not be including any new maps, as they're all still works in progress. Keep an eye out for them in future releases! Optimizations: - Weapon Texture resolutions have been reduced to a max of 1024x1024. - Unnecessary textures due to shader optimization such as Gloss maps and reflection maps have been removed. - 3rd person weapon meshes now only have a single material slots for a single draw call. - All mesh LODs for 3rd person weapons have been updated. - First person arms mesh now uses a combined single texture map / material for less draw calls. At the same time this also fixes the stealth effect on the arms not working right due to more than one material. - Optimized all characters (draw calls, textures & shaders). - Gold Rush & Mesa II: - optimised collision, reduced lightmap sizes, optimised certain LODs, smaller filesize. - Optimized silo light map sizes. - Added a PT scene specific C-130 which is cropped and has much smaller light map size, Fixes: - Rx_Game no longer uses seamless loading. Could *possibly* fix crashing at game end. - Fixed a few shader issues with hovercraft, gunboat, and C-130. - Fixed issue with version check not evaluating the version number correctly. - Fixed shotgun and ramjet reticles always showing as yellow. - Fixed the air vehicles being purchased in non-air maps using the key press. - Fixed being able to heal over Max Armour. - Fixed a bug where if a player tried to enter another player's locked vehicle directly after it was produced, it would stop driving and not clear the spawn location. - HUD now actually calls the clean-up functions and also made it clean some extra references. Possible crash reduction. - Fixed the PT UI memory crash. - Islands: Fixed collision bug on GDI tunnels. - Goldrush: Removed floating Tiberium crystal - Restore enemy minimap blip visibily when targetting. Tweaks: - Added 60 second per-client cooldown for calling votes, so griefers can't prevent others from calling votes. - Vehicle explosions no longer do damage. - Added TeamDonate command. - Entering 0 into a Donate command now donates all credits. - Slight change to the client list output to make it easier for people parsing. - Restored playing Building Repaired sound. Building repair sound will not play if the building hadn't fallen below 85% health. Building repair sound replay cooldown is set to static 10 seconds versus 6-10 range. - Remove one thread frame lag, hardware physics, and speedtree in the settings, as they are not usable and performance hogging. - Hud Game Time now shows Elapsed Time if in a no-timelimit match. - Added disallowed nicknames to Rx_Game. Very short names, or names containing certain reserved values are not allow (e.g. "-----"). - Added 1.5 second delay to re-access purchase terminal to disallow refill spam. Updated hud indicators to show non-accessible PT while the delay in in progress to avoid confusion. - Updated sniper, ramjet and shotgun reticles. - Temporarily removed particle effects from building damage states. Kismet was having issues. Will re-implement through code in a future update. - Going to first person in vehicles now zooms in for precise long shots. - Camera shows map overview at end of match, instead of "winning" player. - Scoreboard is now delayed about 10 seconds after the game is over. - Player main HUD will now be removed before the scoreboard is shown after the game is over. New: - Replaced old java launcher with a brand-new WPF launcher. Pretty UI, update checks, community banners and more! - Added new shotgun first person animations. - Added new Marksman Rifle first person animations. - Added new Tiberium Flechette Rifle model. - Missile Launcher has new sound effects. - Missile launcher has new first person animations. - Silos now broadcast team EVA/Cabal sounds on Capture and Loss. - Settings options menu can be accessed through the pause menu. - Scoreboard system in pauseMenu. - Chat system in pause menu. - GDI bought some less blurry siding for their barracks. - Donate menu in pause menu. Balance: Autorifle: - Rate of Fire reduced to match classic ren. - Damage vs armoured vehicles increased. - Projectile speed and range increased. - Headshot damage increased. - Spread increase, max spread, and base spread reduced. Shotgun: - Shotguns can now do headshots. - Shotgun headshot damage multiplier reduced to 1.5. Missile Launcher: - Alt fire no longer tracks targets. - Missile launcher building damage tweaked to be almost equal to gunner's rocket launcher in terms of damage per second against buildings. - Alt fire projectile speed increased. Tiberium Flechette: - Reduced based spread and spread increase per shot. - Range increased. Chaingun: - Rev up time reduced with quicker rate of fire. - Rev down time increased slightly. - Projectile speed reduced. - Maximum range increased. - Now fires armour piercing rounds which can damage heavy armour and has small radial damage on infantry. - Increased horizontal recoil. - Spread increase, and max spread reduced. - Removed ADS. Laser Chaingun: - Spread increase, max spread, and base spread reduced. - Rev up state fires shots in the same time. - Max range increased. - Horizontal recoil increased. - Head shot damage increased. - Removed ADS. Laser Rifle: - Spread increase, max spread, and base spread reduced. - Max range increased. Grenade Launcher: - Damage radius reduced slightly. Heavy Pistol: - Head shot damage increased. - Maximum rate of fire increased. Silenced Pistol: - Spread increase and max spread reduced. Volt auto rifle: - Spread increase, max spread, and base spread reduced for both primary and alt fire. - Increase maximum range. Airstrike: - Deploy time reduced slightly. - Blast radius on heavy cannon and bombs increased slightly. APCs: - Now fire armour piercing rounds similar to the chaingun. - Projectile speed reduced. - Projectile range increased. - Rate of fire increased. - Spread increased. - Reload time increased. MRLS: - Range increased to match Artillery's range. Humvee/Buggy: - Now fire armour piercing rounds similar to the chaingun. - Headshot damage increased. Orca: - Now fire armour piercing rounds similar to the chaingun. - Head shot damage increased. - Bullet Rate of fire increased. - Bullet ammo count increased. - Bullet Damage reduced slightly to compensate for increased ammo and rate of fire. Chinook: - Now fire armour piercing rounds similar to the chaingun. - Projectile range increased. - Headshot damage increased. Artillery: - Projectile speed reduced. - Artillery projectile gravity pull reduced to give less of an arch. - Artillery explosion blast radius increased. Medium Tank / Light Tank: - Recoil shake reduced. Light Tank / Medium Tank / Mammoth Tank - Range increased slightly. - Explosion blast radius increased slightly. Characters: - Reduced hitbox radius. - Increased SBH detection radius.
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Hey man! Welcome to the forums.
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Hey server owners, the launcher includes the ability to display a small banner promoting your server over the map preview when a player clicks on your server, which can also link to your website. The banner needs to be exactly 314x44. Please post it here, along with the URL that you would like it to link to, and the IPs of all your servers. If you don't have one specified, players will just see this:
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Temporarily capping playercount to 40 to reduce vehicle lag
JeepRubi replied to RypeL's topic in Feedback & Bug Reports
We're working on fixing netcode issues, so we can reliably support up to 64 players. We really want to have it, but only if it is playable. -
This should be fixed in the first patch. Hang in there!
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Ok, first set your graphics preset to ultra, and then turn all the settings down individually through the menu. Watch the background and make sure the shadows stay on. (most noticeable from the sunlight shadow on the left hand side.)
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While in-game you can also change your name by pressing the tilde (~) key and typing "setname" followed by your desired name.
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Thanks for the info!
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Is this ingame? The server status is currently delayed by a few minutes, so the server may be down, or full but still showing on the list. Try joining a different server.
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Ah, sorry, I didn't read your post properly. I looked at the log and I've fixed the error that was getting spammed before the log ended. Hopefully that will fix your problem. It will be included in our first patch.
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Thanks for the help, this fix been added to the common issue thread.
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Thanks for the help, this solution has been added to the common issue thread.
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As much as we'd like to, it's not really up to us. We're using the UDK, which doesn't come with source code access, so we aren't able to implement features like that. If epic includes support in future UDK builds then we will most likely support it.
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This is an issue we're working on fixing. You'll have to hold out until the next patch.
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It sounds like this could be a side effect of running out of virtual memory, which usually causes a crash. Could you try the first solution found here: viewtopic.php?f=34&t=72023